Game Development Community

PRT / HDR Lighting

by Corey Lucier · in Torque Game Engine Advanced · 06/19/2005 (7:46 am) · 3 replies

I'm new to the forum, so apologies if this topic has already been covered in depth.

Recently purchased TSE - I know a decent PRT and/or HDR abstraction in not on TSE's roadmap until post 1.0 but I was wondering if anyone has successfully prototyped or extended Torque with this advanced capability. Specifically PRT or with a Cg HDR solution.

I have quite a bit of Cg code I'd love to port but I'm primarily into Open GL - looks like TSE won't be compatible with the OpenGL path of TGE until milestone 3?

Best Regards,

Corey Lucier

#1
06/19/2005 (8:38 am)
I havent seen any work on this myself. The initial PRT integration shouldnt be too bad, the big challenge is encoding the lighting values of the world in a fast and efficient way. I believe ATI has a paper on this, but the algorithm for finding nodes to encode the SH lighting in is involved and very game/engine dependent.

HDR on the other hand is a different issue, depending on how it is tackled. John Kabus' lighting pack somewhat simulates this by clamping the visible light range from 0-127 rather than 0-255, allowing encoding of light brightnesses above visible 'white' and runs very fast. This is only for TGE at the moment tho, although creating a shader to emulate this effect should be easy to do. True HDR will be a bit more work for sure!
#2
06/21/2005 (4:43 am)
Wow! What a great feature this would be to have. Just think of what that kind of impact that level of lighting would have on your TSE projects. I for one would love to see the enthusiasm and energy that was displayed in the "Parallax Shader" thread for this one as well. Anyone else? Consider us all challenged :) I'd be very happy with HDR, but PRT or even LDPRT would be simply awesome. Let's do it! Any hero's out there?
#3
06/21/2005 (8:55 am)
The artist defined (LDPRT?) should be a relatively easy shader to code, simply up the light on the opposite side (or more accurately: attenuate the light less) based on the artist created (or offline processed geometry) sub surface scattering map. Works best with some kind of spherically encoded lighting scheme, but standard directional lighting will work also. I looked into this a bit a couple months ago and M$ has a nice little example in the latest DX SDK.

Going further with this is in my plans, but I have several other things on my plate before revisiting shadersville.